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#1
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NV40 to have 222 million transistors
"NVIDIA NV40 to have 222 million transistors"
Posted on Saturday, April 10 2004 @ 18:33:52 CEST by LSDsmurf Next week NVIDIA is going to launch its NV40. According to the Inq this chip has 222 million transistors. The NV40 is produced by IBM on a 130nm architecture. It will use the 60 series of drivers, currently 60.70. As we said before Nvidia will push hard the fact that it is the only firm that will have a Pixel Shader 3.0 model on the market and it will focus its marketing efforts there. This means that apart from full support for Shader Model 3.0 it will support model 3.0 Vertex Texture Fetch/Long programs/Pixel Shader flow control Vertex Texture Fetch/Long programs/Pixel Shader flow control and full speed fp32 shading. Let's hope everyone understands what this means. There are plenty of other features of the chip which can do 16 pixels per clock Color & Z or 32 pixels per clock Z-only, 64-bit FP Frame Buffer Blending & Display, Lossless Color & Z-Compression and a new Antialiasing approach called High Quality AA - Rotated Grid full MTR (multi target rendering I guess), and accelerated shadow rendering. Geforce 6800 Ultra has two power connectors and is, surprisingly a one slot card for its reference card. It uses GDDR3 memory clocked at 550MHz but some partners might go even higher. |
#2
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And your point is?
"NV55" wrote in message om... "NVIDIA NV40 to have 222 million transistors" Posted on Saturday, April 10 2004 @ 18:33:52 CEST by LSDsmurf Next week NVIDIA is going to launch its NV40. According to the Inq this chip has 222 million transistors. The NV40 is produced by IBM on a 130nm architecture. It will use the 60 series of drivers, currently 60.70. As we said before Nvidia will push hard the fact that it is the only firm that will have a Pixel Shader 3.0 model on the market and it will focus its marketing efforts there. This means that apart from full support for Shader Model 3.0 it will support model 3.0 Vertex Texture Fetch/Long programs/Pixel Shader flow control Vertex Texture Fetch/Long programs/Pixel Shader flow control and full speed fp32 shading. Let's hope everyone understands what this means. There are plenty of other features of the chip which can do 16 pixels per clock Color & Z or 32 pixels per clock Z-only, 64-bit FP Frame Buffer Blending & Display, Lossless Color & Z-Compression and a new Antialiasing approach called High Quality AA - Rotated Grid full MTR (multi target rendering I guess), and accelerated shadow rendering. Geforce 6800 Ultra has two power connectors and is, surprisingly a one slot card for its reference card. It uses GDDR3 memory clocked at 550MHz but some partners might go even higher. |
#4
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Did they say whether or not the cards would be overpriced pieces of ****
that create a 120 decibel swirling force-ten wind vortex just like the last generation of nVidia cards did? |
#5
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Did they say whether or not the cards would be overpriced pieces of ****
that create a 120 decibel swirling force-ten wind vortex just like the last generation of nVidia cards did? And will it require a 480w powersupply, as the inquirer has also reported? I suspect not, but it will require those two connectors to go to separate rails. rms |
#6
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Antialiasing approach called High Quality AA - Rotated Grid full MTR
(multi target rendering I guess), and accelerated shadow rendering. Wow, only took them 4 years to catch up to the Voodoo5 in terms of AA quality. Of course, the Voodoo5 wasn't exactly playable in most games using 4xFSAA - but it sure did look nice. |
#7
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"Darkfalz" wrote in
: Antialiasing approach called High Quality AA - Rotated Grid full MTR (multi target rendering I guess), and accelerated shadow rendering. Wow, only took them 4 years to catch up to the Voodoo5 in terms of AA quality. Of course, the Voodoo5 wasn't exactly playable in most games using 4xFSAA - but it sure did look nice. I agree. I was also surprised that it's taken them this long to reach the same level of FSAA that the V5 had way back when. Well, at least they've finally done it, sort of. We still have to wait for the actual cards to show up on shelves. |
#8
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"Mr. Grinch" wrote in message
.159... "Darkfalz" wrote in : Antialiasing approach called High Quality AA - Rotated Grid full MTR (multi target rendering I guess), and accelerated shadow rendering. Wow, only took them 4 years to catch up to the Voodoo5 in terms of AA quality. Of course, the Voodoo5 wasn't exactly playable in most games using 4xFSAA - but it sure did look nice. I agree. I was also surprised that it's taken them this long to reach the same level of FSAA that the V5 had way back when. Well, at least they've finally done it, sort of. We still have to wait for the actual cards to show up on shelves. RGSS is the ****. What method is ATI using? |
#9
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I'm pretty sure ATI is still using OGSS
I agree RGSS/JGSS is superior AA tech. -- Tony DiMarzio "Darkfalz" wrote in message ... "Mr. Grinch" wrote in message .159... "Darkfalz" wrote in : Antialiasing approach called High Quality AA - Rotated Grid full MTR (multi target rendering I guess), and accelerated shadow rendering. Wow, only took them 4 years to catch up to the Voodoo5 in terms of AA quality. Of course, the Voodoo5 wasn't exactly playable in most games using 4xFSAA - but it sure did look nice. I agree. I was also surprised that it's taken them this long to reach the same level of FSAA that the V5 had way back when. Well, at least they've finally done it, sort of. We still have to wait for the actual cards to show up on shelves. RGSS is the ****. What method is ATI using? |
#10
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ATI's R3xx products have been using RGMS with gamma correction, far superior
to the competition's. John "Tony DiMarzio" wrote in message ... I'm pretty sure ATI is still using OGSS I agree RGSS/JGSS is superior AA tech. -- Tony DiMarzio "Darkfalz" wrote in message ... "Mr. Grinch" wrote in message .159... "Darkfalz" wrote in : Antialiasing approach called High Quality AA - Rotated Grid full MTR (multi target rendering I guess), and accelerated shadow rendering. Wow, only took them 4 years to catch up to the Voodoo5 in terms of AA quality. Of course, the Voodoo5 wasn't exactly playable in most games using 4xFSAA - but it sure did look nice. I agree. I was also surprised that it's taken them this long to reach the same level of FSAA that the V5 had way back when. Well, at least they've finally done it, sort of. We still have to wait for the actual cards to show up on shelves. RGSS is the ****. What method is ATI using? |
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